RetroAkaMe Posted November 25, 2021 That means I can play ray mohawk DM in zand? 1 Quote Share this post Link to post
Hitboi Posted November 26, 2021 19 hours ago, RetroAkaMe said: That means I can play ray mohawk DM in zand? Yes and no, some Ray Mohawk maps have DM starts and others don't, I don't know which ones have DM starts or not. 2 Quote Share this post Link to post
Peccatum Mihzamiz Posted November 28, 2021 The co-op playthrough with Doomkid and several of the mappers was amazing! And we discovered a few remaining bugs that we can address. @Doomkid could you perhaps have a look at that wall with the missing texture, at about 3:20:18 into the video? 11 Quote Share this post Link to post
Aurelius Posted November 28, 2021 @Doomkid A comment on the wall in MAP17 that prevents access to the cyberdemon fight at the end: this is to prevent some drawseg/visplane issues, so it really can't be lowered. I would recommend in putting a teleporter that becomes accessible when the cyberdemon fight starts as an alternative. 4 Quote Share this post Link to post
Egg Boy Posted November 28, 2021 Glad you guys really seem to be into Chocolate Island. I really struggled coming up with a map for this, I actually scrapped two other maps (thankfully they weren't finished) before coming to this, which I did pretty quickly in a day or two. 4 Quote Share this post Link to post
Noiser Posted November 28, 2021 (edited) The stream was pretty cool! Sorry for the absence on a few maps, I tried to find a mic but didn't had any luck. Next time I will prepare myself so I can play and talk at the same time haha About some issues on my map: [1:56:36] The ship sequence had to be skipped on coop so the map could progress normally. It still works as intended on single player. [1:57:38] Regarding the 3D bridge: I already fixed the glitch on the latest version of the map, you can get it here (It only happens on hardware render). [2:01:00] If someone die inside the building that door will not open again, which is why it's broken on coop. I can add an extra line to fix that. Edited November 28, 2021 by Noiser 3 Quote Share this post Link to post
Lizardcommando Posted November 28, 2021 I finally beat this map set. That last map was super tough but I did like how it ended, even though it took me a while to figure how to beat it. I gotta say that the boat sinking sequence in MAP16 (i think that is where it was) was the coolest thing I've seen in a Doom megawad in a while. 6 Quote Share this post Link to post
Doomkid Posted November 28, 2021 Aurelius, I think that’s a good idea, the teleporter - I’d definitely add it in, but unfortunately if I open your map (and bizarrely, only your map) and make any changes, it becomes glitch hell, similar to what happened with Rudy 2.. Noiser, let me know if you want me to implement any changes, or if you’d prefer to make the tweaks yourself that’s perfect too. If someone attempts to trigger the ship in co-op, does it simply not happen? As long as the map can be exited in co-op without players getting stuck, that’s all I care about at this point! LizardCommando, I’m really glad you had fun with it! 4 Quote Share this post Link to post
Doomkid Posted November 29, 2021 On 11/7/2021 at 1:38 AM, Peccatum Mihzamiz said: A thing I noticed in some recent playthroughs of my map: the linedef that triggers the moving pillars in the last big room is sometimes skipped. The linedef is located next to the switch that requires the yellow key, I believe. @Doomkid could I ask you to add some extra lines in the map performing the same action, just to be safe? They could be placed in a much earlier location that the player has to pass. Well, I looked into the HOM you mentioned above, as well as the issue quoted - but I can't help but wonder if my node builder used for my copy of GZDoom is what introduced the HOM in the first place. If you could add these extra lines (and in doing so, simply "re-save and re-node build the map) and send that to me, I have a feeling it will in turn fix the HOM. And if not.. it's a pure anomaly that I can't think of a solution for! Also, @Aurelius, just a final point about Map17 - since I'm unable to edit it, if you add in that aforementioned teleporter, could you also add in player 2-4 starts as well as 4 DM starts? They can all be right at the beginning of the map, but they're just needed to avoid crashes in (most) ports. Sorry about all this last minute stuff showing up. (I've also got that damn CWILV bug fixed as of now.) I think, once I get updated maps from Noiser, Aurelius and Peccatum, I'll finally be able to release the "for real" final version - all the other bugs mentioned in this thread and elsewhere are fixed as of now! On 11/26/2021 at 7:47 AM, RetroAkaMe said: That means I can play ray mohawk DM in zand? On 11/27/2021 at 3:11 AM, Hitboi said: Yes and no, some Ray Mohawk maps have DM starts and others don't, I don't know which ones have DM starts or not. In the upcoming fixed versions, there will be full DM and Co-op starts in all maps! 5 Quote Share this post Link to post
Aurelius Posted November 29, 2021 Here's an update to MAP17. - added coop & multiplayer starts - added a teleporter to the cybie arena that becomes accessible when the lock-in is triggered - changed some texturing in the very last room 3 Quote Share this post Link to post
Peccatum Mihzamiz Posted November 29, 2021 Update to my bonus map -added 4 Deathmatch starts (even though the map is in no way balanced for it. I have no experience with it) -added a dozen more co-op only monsters -added those extra pillar-move-up-and-down lines 3 Quote Share this post Link to post
Muusi Posted November 30, 2021 So, there seems to be something very peculiar about the Auto Shotgun. Running around killing enemies with it seems to be the most fun I've ever had with pants on. Great work on that one. Also the maps are kickass but everything is being kinda eclipsed by the awesomeness that is the autoshotty. 4 Quote Share this post Link to post
holaareola Posted November 30, 2021 (edited) I just had a go at the first map on my lunch break. Hah, the whole tone of this is fantastic and quite a tonic after the usual darkness, hellfire and tech (I love all that too!). Titlepic, the 80s M_DOOM, cruise ship music. This is some mad dehacked work. The quickest to expire spoiler ever for anyone yet to play it, but the first shot of the pistol was one of the most memorable wad starts I've had in years. Yeah yeah, we're all used to the so-called buffed slightly faster and sniper accurate starting pistol. I jump out the boat and swivel to my first opponent -- fetching in a hula skirt -- and click fire, expecting to place my first of maybe 6 perfectly accurate shots to take 'er down. Nope. The pistol is... a shotgun? A full auto shotgun that seems to fire faster than the standard pistol?! Do the weapons go backwards in terms of power here or something? Lots of fun. Great how much you can change the pace and firepower and still keep it challenging and fun. Edited November 30, 2021 by holaareola 3 Quote Share this post Link to post
Noiser Posted December 3, 2021 (edited) Sorry for making you guys wait, I took the oportunity to improve the drawseg count on my map. And since I messed with stuff I found better to double-check all the variables I had on voddoo dolls and shit. not saying it was really necessary but hey. https://www.dropbox.com/s/jgq0kizi4zxpjto/map16fix2.rar?dl=1 Edited December 3, 2021 by Noiser 2 Quote Share this post Link to post
Doomkid Posted December 4, 2021 Hey Noiser, no problem with the waiting. As long as there are no cooperative softlocks or big visual glitches, I’m happy with it! I should have the final version posted within the next 12 hours. If I don’t get any big reports a few days after that, this will finally be on the way to /idgames :) 2 Quote Share this post Link to post
Doomkid Posted December 5, 2021 EDIT: Nope, It's STILL full of bugs. Ugh! 25 Quote Share this post Link to post
Decay Posted December 5, 2021 20 hours ago, Doomkid said: If I don’t get any big reports a few days after that, this will finally be on the way to /idgames :) Good jajajob, you FINALLY did it. Great work! 2 Quote Share this post Link to post
Azure_Horror Posted December 5, 2021 (edited) Map 20 in the current realese has a minor, but potentially frustrating oversight. The Volleyball field near blue key is locked by invisible wall. This means, when the blue key trap is triggered, the player cannot jump to the Volleyball field immediately. Given that two cybers get revealed behind the player, the whole invisible wall situation can feel like a cheap moment. Edited December 5, 2021 by Azure_Horror 2 Quote Share this post Link to post
Doomkid Posted December 5, 2021 2 hours ago, Azure_Horror said: Map 20 in the current realese has a minor, but potentially frustrating oversight. The Volleyball field near blue key is locked by invisible wall. This means, when the blue key trap is triggered, the player cannot jump to the Volleyball field immediately. Given that two cybers get revealed behind the player, the whole invisible wall situation can feel like a cheap moment. This issue was simply too annoying to ignore. I've fixed this, as well as an issue where "kills, items, secrets" were not showing up on the intermission screen. Link and filename are still the same as before! 3 Quote Share this post Link to post
lokbustam257 Posted December 5, 2021 now I can download the weapons pack where's the weapons pack Doomkid 3 Quote Share this post Link to post
Doomkid Posted December 5, 2021 1 minute ago, lokbustam257 said: now I can download the weapons pack where's the weapons pack Doomkid Oh, shit.. The weapons (and full resource) pack are coming, for real this time(tm)! 4 Quote Share this post Link to post
Shepardus Posted December 5, 2021 54 minutes ago, Doomkid said: This issue was simply too annoying to ignore. I've fixed this, as well as an issue where "kills, items, secrets" were not showing up on the intermission screen. Link and filename are still the same as before! I was going to ask about the "kills, items, secrets" text. Thanks for the quick fix! 2 Quote Share this post Link to post
Catoptromancy Posted December 5, 2021 I wish I had time to playtest this one. Played the first map, looks much awesome. 1 Quote Share this post Link to post
volfenstein Posted December 5, 2021 Was giving it a playthrough just now, tons of fun! Issue with the latest version, v1.2. map 10: at the very beginning when you shoot the eye switch the barrier raises as opposed to lowering. Tested with latest version of DSDA Doom and Eternity. The previous version v1.1 there is no issue and it works as it should. 3 Quote Share this post Link to post
Doomkid Posted December 5, 2021 1 hour ago, volfenstein said: Issue with the latest version, v1.2. map 10: at the very beginning when you shoot the eye switch the barrier raises as opposed to lowering. Tested with latest version of DSDA Doom and Eternity. The previous version v1.1 there is no issue and it works as it should. This is so bizarre, it's as if the map self-edited to mess with me. This is now fixed - same link as before! 4 Quote Share this post Link to post
ginc Posted December 6, 2021 (edited) Just wanted to say that I'm halfway through playing this one (UV, pistol starts) and really enjoying it - but I have to say that Rowdy Rudy would definitely be jealous of Ray's arsenal. This WAD is the real Powertrip. So far, MAP06 and MAP09 are my faves. Doomkid is a connoisseur of oldschool cheese, if that's your thing then this WAD is a must play. ps. Where do you get your classic rock/pop midis? edit: nm, found your video here: https://www.doomworld.com/forum/post/2288034 Edited December 6, 2021 by ginc 2 Quote Share this post Link to post
Doomkid Posted December 6, 2021 I’m really glad to hear you’re enjoying the wad! Some MIDIs I find straight off the web, but many have to be converted from Guitar Pro and Power Tabs, this quick vid will explain how to get most MIDIs you could ever need: 2 Quote Share this post Link to post
Egg Boy Posted December 6, 2021 Just want to pop in and say I'm proud to have worked on this project, and I'd like to thank @Doomkid and everyone else on the team (shout out to @Azure_Horror) who made it happen. 8 Quote Share this post Link to post
Moustachio Posted December 6, 2021 Did MAP10 get shifted by 32 units at some point? Some flats tile in a way that would suggest so... 7 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.